A regular blueprint, which can contain entities, tiles, schedules, wire connections, and stock connections, as well as additional metadata.
The unique index of the blueprint, if it lies inside of a parent blueprint book. If not inside of a blueprint book, this key has no effect.
An unsigned 16-bit integer.
Value must be greater or equal to 0 and strictly lesser than 65536
Main object of the blueprint, which actually contains the majority of its keys.
The name of the item associated with this blueprintable.
Specific value:"blueprint"
The player-given title of this blueprint. Can be specified with rich text colors and icons. If omitted or specified as an empty string, then the blueprint is given the default name 'Blueprint'.
The color of the label. If omitted, this color defaults to a special hybrid color, where it is white in your inventory and black when being placed. Distinct from color modifiers applied to label using rich text, possibly deprecated.
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
The player-given description of this blueprint. Can be specified with rich text colors and icons.
The list of icons to display over the blueprint item, with a maximum of 4 icons total.
Must contain a maximum of 4 items
An unsigned 8-bit integer.
Value must be greater or equal to 0 and strictly lesser than 256
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The version of the game associated with this blueprint string. Encoded as four bytes, where each byte corresponds to a semantic version number.
Value must be greater or equal to 0 and strictly lesser than 18446744073709551616
A snapping grid with a width (x) and height (y) to apply when placing this blueprint. If this field is omitted, this means the blueprint has no snapping grid.
Whether or not this blueprint will use absolute coordinates when snapping to it's defined snapping grid. If no snapping grid is defined, this key does nothing.
The coordinate offset to give the snapping grid (as indicated by the flag icon in the Blueprint's inspection GUI).
The list of all entities stored inside this blueprint.
No Additional ItemsAn entity that stores electricity for periods of high demand.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
What signal to send the current accumulator charge level value (in the range [0, 100]) if this accumulator is connected to a circuit network.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
An entity that seeds and harvests plants automatically.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not this entity should broadcast the contents of its inventory to a connected circuit network.
A turret that uses item-based ammunition.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to prioritize specific targets over others, and to do so conditionally as well.
The (static) list of priority targets that this turret should aim for. Overwritten by circuit network signals if 'set_priority_list' is true.
A valid Factorio entity belonging to an enemy force of this turret.
{
"index": 1,
"name": "medium-spitter"
}
The index of the filter in the turret's GUI, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Whether or not to completely ignore enemies that do not lie in this turret's target priority lists.
Whether or not this entity should set its target priorities via connected circuit network signals.
Whether or not this entity should have it's ignore unprioritized behavior be set conditionally via 'ignore_unlisted_targets_condition'.
A condition which must be true in order for non-prioritized targets to be entirely ignored when this turret is targeting. Does nothing unless 'set_ignore_unprioritized' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Gives this entity the ability to broadcast the amount of ammo it contains to a connected circuit network.
Whether or not to broadcast the current amount of ammo in the turrets inventory to a connected circuit network.
A combinator that can perform mathematical operations on one or more values.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Gives this entity the ability to attach a player-defined string.
An attached string, intended for entity documentation.
Container for arithmetic combinator specific parameters.
Constant value that goes in the leftmost slot. This value is ignored if 'second_signal' is also present.
Signed 32-bit integer.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Signal ID that goes in the leftmost slot. Takes precedence over 'first_constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Which wire colors the leftmost slot should consider for values. Only has an effect if the first slot is occupied by a signal.
The mathematical operation to perform.
Constant value that goes in the rightmost slot. This value is ignored if 'second_signal' is also present.
Signed 32-bit integer.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Signal ID that goes in the rightmost slot. Takes precedence over 'second_constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Which wire colors the rightmost slot should consider for values. Only has an effect if the second slot is occupied by a signal.
What signal (or signals) should this combinator output.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
A turret that targets enemy structures over long ranges.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Gives this entity the ability to broadcast the amount of ammo it contains to a connected circuit network.
Whether or not to broadcast the current amount of ammo in the turrets inventory to a connected circuit network.
Allows the entity to configure artillery as to whether it should automatically target enemies within range. Only used by artillery turrets and artillery wagons.
Whether or not this entity should automatically target enemies in range.
Rolling stock with an attached artillery turret.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to specify an orientation, which is similar to direction but along a continuous range instead of a discrete one. Used by RollingStock and certain vehicles.
A number in the range [0.0, 1.0] representing the direction this entity is facing. Any value specified out of this range is modulo'd back into this range.
Gives this entity the ability to specify the contents of an attached equipment grid.
Whether or not this entity should try to fulfill it's logistic requests when it is in motion. Only has an effect if this entity is configured to have an equipment grid and that equipment grid contains personal roboports.
The specification for where equipment should lie inside of this entity's equipment grid (if it has one).
No Additional ItemsA particular type of equipment and its quality.
The name of a valid piece of equipment (that can fit inside this particular equipment grid).
A type of quality.
The position of the equipment in integer coordinates, corresponding to the top-leftmost tile it occupies.
Allows the entity to configure artillery as to whether it should automatically target enemies within range. Only used by artillery turrets and artillery wagons.
Whether or not this entity should automatically target enemies in range.
An entity that can convert items and fluids into other items and fluids.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this crafting machine to control it's behavior via the circuit network, if connected.
Whether or not this assembling machine should have it's recipe be selected by a connected circuit network.
Whether or not to broadcast the number of items contained within this entity's inventory to a connected circuit network.
Whether or not to include the ingredients currently being crafted in the total items count being broadcast to the circuit network. Only has an effect if read_contents is true.
Whether or not this machine should pulse a signal with a unit value for 1 tick when a recipe finishes crafting. What signal it outputs is specified by recipe_finished_signal.
What signal should be broadcast to the circuit network when the recipe finishes. Only has an effect if read_recipe_finished is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not this machine should output a unit signal continuously while the machine is crafting. What signal it outputs is specfied by working_signal.
What signal should be broadcast to the circuit network during the machines operation. Only has an effect if read_working is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The recipe that this entity is configured to perform.
The quality of the ingredients/output items that this machine should use.
An entity uses arms to grab asteroid chunks from space.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Grants this entity the ability to control it's filters via circuit network signals.
Whether or not the filters of this entity should be specified by a connected circuit network. Overwrites the static filters for this entity if both are specified.
Inventory object which holds the limiting bar for this entity.
Limits the inventory to this many available slots.
An unsigned 16-bit integer.
Value must be greater or equal to 0 and strictly lesser than 65536
A static list of chunk filters that this collector should abide by. Does nothing if 'circuit_set_filters' is true.
An individual chunk filter entry.
{
"index": 1,
"name": "oxide-asteroid-chunk"
}
The index of the filter in the GUI, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of a valid Factorio asteroid chunk.
Whether or not to broadcast the items contained within this machine's inventory to any connected circuit network.
Whether or not the items currently in the asteroid collector's arms should be included in the total amount reported to the circuit network. Only has an effect if circuit_read_contents is true.
An entity which broadcasts module effects to other machines within radius.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity which uses item fuels to heat fluids.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity which generates electricity directly from items.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A wheeled or tracked vehicle that steers.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to specify an orientation, which is similar to direction but along a continuous range instead of a discrete one. Used by RollingStock and certain vehicles.
A number in the range [0.0, 1.0] representing the direction this entity is facing. Any value specified out of this range is modulo'd back into this range.
Gives this entity the ability to specify the contents of an attached equipment grid.
Whether or not this entity should try to fulfill it's logistic requests when it is in motion. Only has an effect if this entity is configured to have an equipment grid and that equipment grid contains personal roboports.
The specification for where equipment should lie inside of this entity's equipment grid (if it has one).
No Additional ItemsA particular type of equipment and its quality.
The name of a valid piece of equipment (that can fit inside this particular equipment grid).
A type of quality.
The position of the equipment in integer coordinates, corresponding to the top-leftmost tile it occupies.
Gives this entity a trunk and ammo inventory, as well as gunnar control parameters.
Inventory object representing the ammo slots of this entity (if it has weapons). Setting the bar of this object has no effect.
What inventory filters this inventory should have at what slots.
No Additional ItemsAn object representing a restricted item slot.
{
"index": 1,
"name": "iron-ore"
}
{
"index": 2,
"name": "copper-ore",
"quality": "rare",
"comparator": "<"
}
Quality of the item that should occupy this slot. If omitted, this value is treated as 'any' quality. Otherwise, the quality specified here is used in relation to comparator, which can be used to specify a range of quality values. Required if comparator is specified.
What comparison should be performed along with quality when determining what range of qualities can be filtered against. Required if quality is specified.
Slot at which this filter occupies, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Name of a valid Factorio item.
Limits the inventory to this many available slots.
An unsigned 16-bit integer.
Value must be greater or equal to 0 and strictly lesser than 65536
Inventory object representing regular item storage.
What inventory filters this inventory should have at what slots.
No Additional ItemsAn object representing a restricted item slot.
{
"index": 1,
"name": "iron-ore"
}
{
"index": 2,
"name": "copper-ore",
"quality": "rare",
"comparator": "<"
}
Quality of the item that should occupy this slot. If omitted, this value is treated as 'any' quality. Otherwise, the quality specified here is used in relation to comparator, which can be used to specify a range of quality values. Required if comparator is specified.
What comparison should be performed along with quality when determining what range of qualities can be filtered against. Required if quality is specified.
Slot at which this filter occupies, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Name of a valid Factorio item.
Limits the inventory to this many available slots.
An unsigned 16-bit integer.
Value must be greater or equal to 0 and strictly lesser than 65536
Whether or not the driver should control the vehicles weapon, or if that responsibility should go to the passenger.
Which gun is currently selected, 1-indexed. Included regardless of whether or not this vehicle has a weapon.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to request items from the logistic network like a requester or buffer chest.
Logisitic request specification object.
Whether or not to tell robots to remove items from this entity's inventory if those items are not currently being requested.
Whether or not robots should use buffer chests when satisfying this entity's requests.
Master enable/disable switch for all item requests this entity has.
A list of (player-defined) logistic sections that this entity is using for logistic requests.
Must contain a maximum of 100 items
A (player-defined) set of (possibly named) Logistic Filter objects. Used for both logistics requests in logistic elements (like requester chests) as well as for constant combinator signal definitions.
{
"index": 1
}
{
"index": 2,
"filters": [
{
"index": 1,
"name": "iron-ore",
"quality": "rare",
"comparator": "<",
"count": 100,
"max-count": 200
}
],
"group": "Example",
"active": false
}
Index of this section in the section list in the parent entity, 1-indexed.
Value must be greater or equal to 1 and strictly lesser than 9007199254740992
What filters this section has. Capped to 1000 unique signals per section.
Must contain a maximum of 1000 items
A single item request/signal specification.
GUI index of the filter, 1-indexed.
Value must be greater or equal to 1 and lesser or equal to 1000
Name of the filter being specified. Must be a valid Factorio item or signal.
Underlying type of the given filter. Cannot be specified by GUI; instead, the game selects the most appropriate type given the circumstance. If omitted, the implied type is 'item'.
A type of quality.
In/equality operation to use in conditions and item request filters.
How much of this item to request, or what signal value to output.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Maximum amount of this item to request, above which bots will actively remove. Has no effect when specified in constant combinators.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Name of this particular section. If there already exists a logistic section within the save being imported into, the contents specified here will be ignored in favor of the group already defined in the save.
Whether or not this particular section is toggled on or off.
An entity which can be attached to a Cargo Landing Pad or a Space Platform Hub in order to expand its inventory size and the amount of cargo pods it can send/recieve at once.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity on a surface which recieves cargo from space platforms.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to request items from the logistic network like a requester or buffer chest.
Logisitic request specification object.
Whether or not to tell robots to remove items from this entity's inventory if those items are not currently being requested.
Whether or not robots should use buffer chests when satisfying this entity's requests.
Master enable/disable switch for all item requests this entity has.
A list of (player-defined) logistic sections that this entity is using for logistic requests.
Must contain a maximum of 100 items
A (player-defined) set of (possibly named) Logistic Filter objects. Used for both logistics requests in logistic elements (like requester chests) as well as for constant combinator signal definitions.
{
"index": 1
}
{
"index": 2,
"filters": [
{
"index": 1,
"name": "iron-ore",
"quality": "rare",
"comparator": "<",
"count": 100,
"max-count": 200
}
],
"group": "Example",
"active": false
}
Index of this section in the section list in the parent entity, 1-indexed.
Value must be greater or equal to 1 and strictly lesser than 9007199254740992
What filters this section has. Capped to 1000 unique signals per section.
Must contain a maximum of 1000 items
A single item request/signal specification.
GUI index of the filter, 1-indexed.
Value must be greater or equal to 1 and lesser or equal to 1000
Name of the filter being specified. Must be a valid Factorio item or signal.
Underlying type of the given filter. Cannot be specified by GUI; instead, the game selects the most appropriate type given the circumstance. If omitted, the implied type is 'item'.
A type of quality.
In/equality operation to use in conditions and item request filters.
How much of this item to request, or what signal value to output.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Maximum amount of this item to request, above which bots will actively remove. Has no effect when specified in constant combinators.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Name of this particular section. If there already exists a logistic section within the save being imported into, the contents specified here will be ignored in favor of the group already defined in the save.
Whether or not this particular section is toggled on or off.
In what manner the circuit network should affect the behavior of this logistics node. See control_behavior.cargo_landing_pad.exclusive_mode.
defines.control_behavior.cargo_landing_pad.exclusive_mode.send_contents
0
defines.control_behavior.cargo_landing_pad.exclusive_mode.set_requests
1
defines.control_behavior.cargo_landing_pad.exclusive_mode.none
2
A train car that can store items.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to specify an orientation, which is similar to direction but along a continuous range instead of a discrete one. Used by RollingStock and certain vehicles.
A number in the range [0.0, 1.0] representing the direction this entity is facing. Any value specified out of this range is modulo'd back into this range.
Gives this entity the ability to specify the contents of an attached equipment grid.
Whether or not this entity should try to fulfill it's logistic requests when it is in motion. Only has an effect if this entity is configured to have an equipment grid and that equipment grid contains personal roboports.
The specification for where equipment should lie inside of this entity's equipment grid (if it has one).
No Additional ItemsA particular type of equipment and its quality.
The name of a valid piece of equipment (that can fit inside this particular equipment grid).
A type of quality.
The position of the equipment in integer coordinates, corresponding to the top-leftmost tile it occupies.
An object which holds any item slot filters defined for this inventory in addition to a limiting bar.
What inventory filters this inventory should have at what slots.
No Additional ItemsAn object representing a restricted item slot.
{
"index": 1,
"name": "iron-ore"
}
{
"index": 2,
"name": "copper-ore",
"quality": "rare",
"comparator": "<"
}
Quality of the item that should occupy this slot. If omitted, this value is treated as 'any' quality. Otherwise, the quality specified here is used in relation to comparator, which can be used to specify a range of quality values. Required if comparator is specified.
What comparison should be performed along with quality when determining what range of qualities can be filtered against. Required if quality is specified.
Slot at which this filter occupies, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Name of a valid Factorio item.
Limits the inventory to this many available slots.
An unsigned 16-bit integer.
Value must be greater or equal to 0 and strictly lesser than 65536
A combinator broadcasts static signals to a connected circuit network.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Gives this entity the ability to attach a player-defined string.
An attached string, intended for entity documentation.
Master enable/disable switch for the entire constant combinator.
Parent sections object. Only contains one property, sections with the same name. Might be a bug in serialization.
A list of (player-defined) logistic sections that this entity is using for logistic requests.
Must contain a maximum of 100 items
A (player-defined) set of (possibly named) Logistic Filter objects. Used for both logistics requests in logistic elements (like requester chests) as well as for constant combinator signal definitions.
{
"index": 1
}
{
"index": 2,
"filters": [
{
"index": 1,
"name": "iron-ore",
"quality": "rare",
"comparator": "<",
"count": 100,
"max-count": 200
}
],
"group": "Example",
"active": false
}
Index of this section in the section list in the parent entity, 1-indexed.
Value must be greater or equal to 1 and strictly lesser than 9007199254740992
What filters this section has. Capped to 1000 unique signals per section.
Must contain a maximum of 1000 items
A single item request/signal specification.
GUI index of the filter, 1-indexed.
Value must be greater or equal to 1 and lesser or equal to 1000
Name of the filter being specified. Must be a valid Factorio item or signal.
Underlying type of the given filter. Cannot be specified by GUI; instead, the game selects the most appropriate type given the circumstance. If omitted, the implied type is 'item'.
A type of quality.
In/equality operation to use in conditions and item request filters.
How much of this item to request, or what signal value to output.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Maximum amount of this item to request, above which bots will actively remove. Has no effect when specified in constant combinators.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Name of this particular section. If there already exists a logistic section within the save being imported into, the contents specified here will be ignored in favor of the group already defined in the save.
Whether or not this particular section is toggled on or off.
A static entity that stores items.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Limits the inventory to this many available slots.
An unsigned 16-bit integer.
Value must be greater or equal to 0 and strictly lesser than 65536
One half of the 2.0 curved rail entities.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
One half of the 2.0 curved rail entities.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A combinator that can check one or more conditions and output signals based on those conditions.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Gives this entity the ability to attach a player-defined string.
An attached string, intended for entity documentation.
Container for decider combinator specific parameters.
The list of conditions that this combinator evaluates.
No Additional ItemsA conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Which wires should be used when determining the value of the first signal.
Which wires should be used when determining the value of the second signal.
How this condition should be compared to the condition directly preceding it.
{
"first_signal": {
"name": "signal-I",
"type": "virtual"
},
"first_signal_networks": {
"green": false
},
"comparator": ">",
"second_signal": {
"name": "iron-ore",
"quality": "rare"
},
"second_signal_networks": {
"red": false
}
}
{
"first_signal": {
"name": "signal-check",
"type": "virtual"
},
"comparator": "<",
"constant": 100,
"compare_type": "and"
}
The list of unique outputs this combinator should emit.
No Additional ItemsAn object which represents a single signal or constant output.
What signal to output, if copy_count_from_input is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not this entity should use the input wires to determine the output value, or to simply output a constant value. Which wires are considered is determined by networks, and what constant value is output is determined by constant.
Which wires should be considered when determining the value of the output, if copy_count_from_input is true.
The constant value to output if copy_count_from_input is false. Can be any 32-bit integer.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
{
"signal": {
"name": "signal-each",
"type": "virtual"
},
"networks": {
"red": true,
"green": false
}
}
{
"signal": {
"name": "signal-A",
"type": "virtual",
"quality": "rare"
},
"copy_count_from_input": false,
"constant": -123
}
A circuit-controllable signpost which can display text as well as signal icons.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Static text to display. In what manner it is visible is determined by always_show. Overwritten by any conditional messages specified in control_behavior.parameters if connected to a circuit network.
Static icon to display on the front of the panel. Overwritten by any conditional messages specified in control_behavior.parameters if connected to a circuit network.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not to always display the text above this panel, regardless of whether the player has 'alt-mode' enabled.
Whether or not to show the configured icon on the map view, like a map tag.
A list of display panel messages that are selected based on circuit condition. Only has an effect if this display panel is connected to a circuit network. Only one message can be displayed at a time; if the conditions for multiple messages pass, the first one in order of definition is used.
No Additional ItemsIcon to display if condition evaluates to true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Message to display if condition evaluates to true.
Condition under which this message should be displayed.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
An entity that adds or subtracts energy from the electric network it resides in.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Amount of energy this machine can hold in Joules.
Amount of energy this machine produces in Joules per tick.
Amount of energy this machine consumes in Joules per tick.
An entity which distributes electricity across a surface.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A turret that uses electricity for ammunition.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to prioritize specific targets over others, and to do so conditionally as well.
The (static) list of priority targets that this turret should aim for. Overwritten by circuit network signals if 'set_priority_list' is true.
A valid Factorio entity belonging to an enemy force of this turret.
{
"index": 1,
"name": "medium-spitter"
}
The index of the filter in the turret's GUI, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Whether or not to completely ignore enemies that do not lie in this turret's target priority lists.
Whether or not this entity should set its target priorities via connected circuit network signals.
Whether or not this entity should have it's ignore unprioritized behavior be set conditionally via 'ignore_unlisted_targets_condition'.
A condition which must be true in order for non-prioritized targets to be entirely ignored when this turret is targeting. Does nothing unless 'set_ignore_unprioritized' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Gives this entity the ability to broadcast the amount of ammo it contains to a connected circuit network.
Whether or not to broadcast the current amount of ammo in the turrets inventory to a connected circuit network.
One half of the 2.0 elevated curved rail entities.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
One half of the 2.0 elevated curved rail entities.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Elevated half-diagonal rails.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Elevated straight rails.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A turret that uses fluids for ammunition.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to prioritize specific targets over others, and to do so conditionally as well.
The (static) list of priority targets that this turret should aim for. Overwritten by circuit network signals if 'set_priority_list' is true.
A valid Factorio entity belonging to an enemy force of this turret.
{
"index": 1,
"name": "medium-spitter"
}
The index of the filter in the turret's GUI, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Whether or not to completely ignore enemies that do not lie in this turret's target priority lists.
Whether or not this entity should set its target priorities via connected circuit network signals.
Whether or not this entity should have it's ignore unprioritized behavior be set conditionally via 'ignore_unlisted_targets_condition'.
A condition which must be true in order for non-prioritized targets to be entirely ignored when this turret is targeting. Does nothing unless 'set_ignore_unprioritized' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Gives this entity the ability to broadcast the amount of ammo it contains to a connected circuit network.
Whether or not to broadcast the current amount of ammo in the turrets inventory to a connected circuit network.
A train car that can store fluids.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to specify an orientation, which is similar to direction but along a continuous range instead of a discrete one. Used by RollingStock and certain vehicles.
A number in the range [0.0, 1.0] representing the direction this entity is facing. Any value specified out of this range is modulo'd back into this range.
Gives this entity the ability to specify the contents of an attached equipment grid.
Whether or not this entity should try to fulfill it's logistic requests when it is in motion. Only has an effect if this entity is configured to have an equipment grid and that equipment grid contains personal roboports.
The specification for where equipment should lie inside of this entity's equipment grid (if it has one).
No Additional ItemsA particular type of equipment and its quality.
The name of a valid piece of equipment (that can fit inside this particular equipment grid).
A type of quality.
The position of the equipment in integer coordinates, corresponding to the top-leftmost tile it occupies.
A crafting machine that automatically determines it's recipe from it's inputs.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this crafting machine to control it's behavior via the circuit network, if connected.
Whether or not this assembling machine should have it's recipe be selected by a connected circuit network.
Whether or not to broadcast the number of items contained within this entity's inventory to a connected circuit network.
Whether or not to include the ingredients currently being crafted in the total items count being broadcast to the circuit network. Only has an effect if read_contents is true.
Whether or not this machine should pulse a signal with a unit value for 1 tick when a recipe finishes crafting. What signal it outputs is specified by recipe_finished_signal.
What signal should be broadcast to the circuit network when the recipe finishes. Only has an effect if read_recipe_finished is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not this machine should output a unit signal continuously while the machine is crafting. What signal it outputs is specfied by working_signal.
What signal should be broadcast to the circuit network during the machines operation. Only has an effect if read_working is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
An entity that electricity when adjacent to Fusion Reactors.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A fusion reactor.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A retractable barrier.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity that consumes a fluid and produces electricity.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Half diagonal rails.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity that adds or removes temperature from adjacent entities.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The temperature of this heat interface, in degrees Celcius.
The manner in which this interface should interact with it's neighbours.
An entity used for heat transfer.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A container which can spawn or remove any item infinitely.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Limits the inventory to this many available slots.
An unsigned 16-bit integer.
Value must be greater or equal to 0 and strictly lesser than 65536
Configuration parameters for this Infinity Container.
Whether or not to delete items in this inventory that do not match any entry in filters.
What items should be infinitely requested, and in what manner.
Must contain a maximum of 1000 items
A inventory filter that should be infinitely requested.
Index of this filter in the container's GUI, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Name of the item being infinitely requested. Must be a valid Factorio item.
Amount of the item to request.
Value must be greater or equal to 0 and strictly lesser than 4294967296
In what manner should the count of this item be managed inside of the container.
A pipe which can spawn or remove any fluid infinitely.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Configuration parameters for this Infinity Pipe.
Name of the fluid this pipe interacts with. Must be a valid Factorio fluid.
Amount of fluid in this pipe, in the range [0.0, 1.0] (where 1.0 is 100%).
Value must be greater or equal to 0.0
The manner in which this pipe should interact with the fluid in it's neighbours.
The temperature of the fluid to add or remove. Must be within the valid range of temperatures for the specified fluid name.
Value must be greater or equal to -9223372036854775808 and strictly lesser than 9223372036854775808
A machine with a swing arm that can move items in and out of a variety of different entities.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to filter items, such as on Inserters and Loaders.
Whether or not this entity should use item filters.
In what manner should the filters defined for this entity apply.
A list of items that this entity should filter.
No Additional ItemsAn object representing a restricted item slot.
{
"index": 1,
"name": "iron-ore"
}
{
"index": 2,
"name": "copper-ore",
"quality": "rare",
"comparator": "<"
}
Quality of the item that should occupy this slot. If omitted, this value is treated as 'any' quality. Otherwise, the quality specified here is used in relation to comparator, which can be used to specify a range of quality values. Required if comparator is specified.
What comparison should be performed along with quality when determining what range of qualities can be filtered against. Required if quality is specified.
Slot at which this filter occupies, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Name of a valid Factorio item.
Grants this entity the ability to control it's filters via circuit network signals.
Whether or not the filters of this entity should be specified by a connected circuit network. Overwrites the static filters for this entity if both are specified.
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
A custom stack size to give this inserter. Overwritten by the circuit network if control_behavior.circuit_set_stack_size is true.
An unsigned 8-bit integer.
Value must be greater or equal to 0 and strictly lesser than 256
Custom pickup position of this inserter. Only has an effect if InserterPrototype.allow_custom_vectors is true.
Must contain a maximum of 2 items
Custom dropoff position of this inserter. Only has an effect if InserterPrototype.allow_custom_vectors is true.
Must contain a maximum of 2 items
What priority this inserter should give to items that can spoil. If left null, this inserter ignores the spoiled value when selecting items.
Whether or not to broadcast the current items in the hand to a connected circuit network.
In what manner should the contents of the hand be broadcast to a connected circuit network. Only has an effect if circuit_read_hand_contents is true.
0
1
Whether or not this inserter should set it's stack size via a connected circuit network. What signal it uses to determine the stack size is defined by stack_control_input_signal.
What signal should be used when determining the dynamic stack size of this inserter. Only has an effect if circuit_set_stack_size is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
An entity which consumes items to research technologies.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity which illuminates a radius around it.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The fixed color of the lamp to emit. Ignored if control_behavior.use_colors is true.
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Whether or not this lamp is always on. If not, it will shut off during the day.
Whether or not this entity should use circuit signals to determine what color it should emit. Does nothing if not connected to a circuit network.
In what manner should this lamp interpret given signals when determining it's output color. Does nothing unless use_colors is true.
Use the first virtual color signal provided.
Specific value:0
Use the values of 3 different signals, where each one corresponds to one color component.
Specific value:1
Decode all color components from a single bit-packed signal.
Specific value:2
What signal to pull the red color component from. Does nothing unless color_mode is 1.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
What signal to pull the green color component from. Does nothing unless color_mode is 1.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
What signal to pull the blue color component from. Does nothing unless color_mode is 1.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
What signal to pull all color components from. Does nothing unless color_mode is 2.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
A static structure which explodes when in radius of an enemy force.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An old, Factorio 1.0 curved rail entity.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An old, Factorio 1.0 straight rail entity.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity which directs lightning strikes and converts them into usable electricity.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A belt which can teleport items across space or between surfaces.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A chest which shares it's contents with any other chest with the same link_id.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A unique number which defines an abstract inventory location that multiple chests can access simultaneously.
A machine which moves items from one entity to another without a swinging arm.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to filter items, such as on Inserters and Loaders.
Whether or not this entity should use item filters.
In what manner should the filters defined for this entity apply.
A list of items that this entity should filter.
No Additional ItemsAn object representing a restricted item slot.
{
"index": 1,
"name": "iron-ore"
}
{
"index": 2,
"name": "copper-ore",
"quality": "rare",
"comparator": "<"
}
Quality of the item that should occupy this slot. If omitted, this value is treated as 'any' quality. Otherwise, the quality specified here is used in relation to comparator, which can be used to specify a range of quality values. Required if comparator is specified.
What comparison should be performed along with quality when determining what range of qualities can be filtered against. Required if quality is specified.
Slot at which this filter occupies, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Name of a valid Factorio item.
Grants this entity the ability to control it's filters via circuit network signals.
Whether or not the filters of this entity should be specified by a connected circuit network. Overwrites the static filters for this entity if both are specified.
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to be configured as either an 'input' or an 'output'.
Pulse the item being loaded/unloaded from this Loader.
A train car that drives other connected wagons around a rail network.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to specify an orientation, which is similar to direction but along a continuous range instead of a discrete one. Used by RollingStock and certain vehicles.
A number in the range [0.0, 1.0] representing the direction this entity is facing. Any value specified out of this range is modulo'd back into this range.
Gives this entity the ability to specify the contents of an attached equipment grid.
Whether or not this entity should try to fulfill it's logistic requests when it is in motion. Only has an effect if this entity is configured to have an equipment grid and that equipment grid contains personal roboports.
The specification for where equipment should lie inside of this entity's equipment grid (if it has one).
No Additional ItemsA particular type of equipment and its quality.
The name of a valid piece of equipment (that can fit inside this particular equipment grid).
A type of quality.
The position of the equipment in integer coordinates, corresponding to the top-leftmost tile it occupies.
The physical color of the locomotive.
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
A container which acts as a node for the logistic network. Validates logistics chests of all 5 types, though some keys (request_filters) only apply to specific types.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to request items from the logistic network like a requester or buffer chest.
Logisitic request specification object.
Whether or not to tell robots to remove items from this entity's inventory if those items are not currently being requested.
Whether or not robots should use buffer chests when satisfying this entity's requests.
Master enable/disable switch for all item requests this entity has.
A list of (player-defined) logistic sections that this entity is using for logistic requests.
Must contain a maximum of 100 items
A (player-defined) set of (possibly named) Logistic Filter objects. Used for both logistics requests in logistic elements (like requester chests) as well as for constant combinator signal definitions.
{
"index": 1
}
{
"index": 2,
"filters": [
{
"index": 1,
"name": "iron-ore",
"quality": "rare",
"comparator": "<",
"count": 100,
"max-count": 200
}
],
"group": "Example",
"active": false
}
Index of this section in the section list in the parent entity, 1-indexed.
Value must be greater or equal to 1 and strictly lesser than 9007199254740992
What filters this section has. Capped to 1000 unique signals per section.
Must contain a maximum of 1000 items
A single item request/signal specification.
GUI index of the filter, 1-indexed.
Value must be greater or equal to 1 and lesser or equal to 1000
Name of the filter being specified. Must be a valid Factorio item or signal.
Underlying type of the given filter. Cannot be specified by GUI; instead, the game selects the most appropriate type given the circumstance. If omitted, the implied type is 'item'.
A type of quality.
In/equality operation to use in conditions and item request filters.
How much of this item to request, or what signal value to output.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Maximum amount of this item to request, above which bots will actively remove. Has no effect when specified in constant combinators.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Name of this particular section. If there already exists a logistic section within the save being imported into, the contents specified here will be ignored in favor of the group already defined in the save.
Whether or not this particular section is toggled on or off.
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Limits the inventory to this many available slots.
An unsigned 16-bit integer.
Value must be greater or equal to 0 and strictly lesser than 65536
In what manner the circuit network should affect the behavior of this logistics node. See control_behavior.cargo_landing_pad.exclusive_mode.
defines.control_behavior.cargo_landing_pad.exclusive_mode.send_contents
0
defines.control_behavior.cargo_landing_pad.exclusive_mode.set_requests
1
defines.control_behavior.cargo_landing_pad.exclusive_mode.none
2
An entity which extracts resources from the environment.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not this mining drill should broadcast the amount of ore underneath it to a connected circuit network.
In what manner should 'the amount of ore under this drill' be calculated. See control_behavior.mining_drill.resource_read_mode.
resource_read_mode.this_miner
0
resource_read_mode.entire_patch
1
A pump which extracts fluids from fluid surface tiles.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
A static entity that can transport fluids under other entities.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A static entity which transports fluids.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity which can conditionally connect or disconnect a power connection.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Manual on/off switch for this entity. Has no effect if connected to a circuit network.
A circuit-controllable entity which can emit sounds.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The volume the speaker should emit at.
Value must be greater or equal to 0.0 and lesser or equal to 1.0
At what distances should the audio of this speaker be audible.
Whether or not notes can overlap one another, or if they have to wait for the previously emitted sound to complete before playing a new one.
Whether or not the volume of this speaker should be controlled by a dynamic signal, as defined in volume_signal_id.
What signal should be read in order to determine the speakers volume. Only has an effect if volume_controlled_by_signal is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not to create an alert when this speaker is playing.
The icon that should display when this speaker is playing. If left null, the game defaults to the standard warning alert icon. Only has an effect if show_alert is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not the displayed alert should appear on the map view, the icon being displayed as specified by icon_signal_id. Only has an effect if show_alert is true.
The message that should display alongside the alert icon. If left as an empty string, the game will display the string 'Custom alert'. Only has an effect if show_alert is true.
Whether or not the value of the first signal in circuit_condition should be used to modulate the pitch of the played sound.
Whether or not the speaker should halt the currently playing sound if it detects a change in the input signal.
Index of the family of sounds this speaker is programmed to play.
Index of particular note of the instrument that this speaker is programmed to play. Only has an effect if signal_value_is_pitch is false.
A entity that permits the travel of fluids over long distances.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
What type of fluid this pump should exclusively move.
Must be a valid Factorio fluid name.
An entity which automatically charts and reveals neighbouring chunks.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A rail signal that looks at neighbouring rail signals to determine it's state.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not a circuit condition should determine whether this rail signal is open or closed.
Whether or not the signal's current state should be broadcast to a connected circuit network as a unit signal. Exactly what signals are output is controlled by red_output_signal, orange_output_signal, green_output_signal, and blue_output_signal.
The signal to broadcast when this signal's state is red.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The signal to broadcast when this signal's state is yellow.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The signal to broadcast when this signal's state is green.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The signal to broadcast when this signal's state is blue.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
An entity which transitions between regular and elevated rails.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity which divvies up a rail network into blocks that trains can path through.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not a circuit condition should determine whether this rail signal is open or closed.
Whether or not the signal's current state should be broadcast to a connected circuit network as a unit signal. Exactly what signals are output is controlled by red_output_signal, orange_output_signal, and green_output_signal.
The signal to broadcast when this signal's state is red.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The signal to broadcast when this signal's state is yellow.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The signal to broadcast when this signal's state is green.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
A structure which supports elevated rails.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A nuclear (fission) reactor.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Whether or not to broadcast the current fuel items to a connected circuit network.
Whether or not to broadcast the current reactor temperature in degrees Celsius to a connected circuit network. What signal the value will be broadcast as is determined by temperature_signal.
What signal to output this reactors temperature as. Only has an effect if read_temperature is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
An entity in charge of holding, dispatching, and recharging logistic network robots.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Entity-specific structure which holds keys related to configuring how this entity acts.
Whether or not this roboport should broadcast all the items contained within the network it is a part of to a connected circuit network.
Whether or not the total/active logistic/construction robot counts should be broadcast to a connected circuit network. Exactly what signals are output is controlled by available_logistic_output_signal, total_logistic_output_signal, gavailable_construction_output_signal, and total_construction_output_signal.
What signal the number of available logistic robots in this network should be output as.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
What signal the number of total logistic robots in this network should be output as.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
What signal the number of available construction robots in this network should be output as.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
What signal the number of total construction robots in this network should be output as.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
An entity which automatically charts and reveals neighbouring chunks.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Whether or not this rocket silo will automatically attempt to resolve logistic requests of space platforms.
Internal ID of the logistic section that this rocket silo is attempting to satisfy.
Value must be greater or equal to 0 and strictly lesser than 4294967296
In what manner should this rocket silo populate a connected circuit network. See control_behavior.rocket_silo.read_mode.
Do nothing when connected to a circuit network.
Specific value:0
Output the amount of items in the current rocket
Specific value:1
Output the amount if items being requested by a stationed space platform.
Specific value:2
A combinator which has a number of miscellaneous functions.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Gives this entity the ability to attach a player-defined string.
An attached string, intended for entity documentation.
What operation this selector is configured to perform.
Whether or not this selector should order the given signals by maximum first (true) or by minimum first (false). Only has an effect if operation is 'select'.
A constant index from the ordered signals to select from. Only has an effect if operation is 'select'.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
A signal to pull the index from to determine the corresponding output signal. Overwrites index_constant if both are specified. Only has an effect if operation is 'select'.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
What signal to count the total number of unique signals as. Only has an effect if operation is 'count'.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The total number of ticks to wait before selecting a new random signal. Only has an effect if operation is 'random'.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A specification of which quality signals to filter from the input to the output. Only has an effect if operation is 'quality-filter'
Quality of the item that should occupy this slot. If omitted, this value is treated as 'any' quality. Otherwise, the quality specified here is used in relation to comparator, which can be used to specify a range of quality values. Required if comparator is specified.
What comparison should be performed along with quality when determining what range of qualities can be filtered against. Required if quality is specified.
Whether or not to select the quality from a given signal ID. Only has an effect if operation is 'quality-transfer'.
Fixed quality level to output the given signals with. This key is used if select_quality_from_signal is false. Only has an effect if operation is 'quality-transfer'.
What signal to sample it's quality level from. This key is used if select_quality_from_signal is true. Only has an effect if operation is 'quality-transfer'.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
What signal(s) should be output with the newly selected quality. Only has an effect if operation is 'quality-transfer'.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
A simple entity associated with some force.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to have multiple visual appearances.
Which visual variation this entity should display, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 65536
A simple entity which has an owner.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to have multiple visual appearances.
Which visual variation this entity should display, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 65536
An entity which generates electricity based on the presence of sunlight.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The control center of a space platform.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to request items from the logistic network like a requester or buffer chest.
Logisitic request specification object.
Whether or not to tell robots to remove items from this entity's inventory if those items are not currently being requested.
Whether or not robots should use buffer chests when satisfying this entity's requests.
Master enable/disable switch for all item requests this entity has.
A list of (player-defined) logistic sections that this entity is using for logistic requests.
Must contain a maximum of 100 items
A (player-defined) set of (possibly named) Logistic Filter objects. Used for both logistics requests in logistic elements (like requester chests) as well as for constant combinator signal definitions.
{
"index": 1
}
{
"index": 2,
"filters": [
{
"index": 1,
"name": "iron-ore",
"quality": "rare",
"comparator": "<",
"count": 100,
"max-count": 200
}
],
"group": "Example",
"active": false
}
Index of this section in the section list in the parent entity, 1-indexed.
Value must be greater or equal to 1 and strictly lesser than 9007199254740992
What filters this section has. Capped to 1000 unique signals per section.
Must contain a maximum of 1000 items
A single item request/signal specification.
GUI index of the filter, 1-indexed.
Value must be greater or equal to 1 and lesser or equal to 1000
Name of the filter being specified. Must be a valid Factorio item or signal.
Underlying type of the given filter. Cannot be specified by GUI; instead, the game selects the most appropriate type given the circumstance. If omitted, the implied type is 'item'.
A type of quality.
In/equality operation to use in conditions and item request filters.
How much of this item to request, or what signal value to output.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Maximum amount of this item to request, above which bots will actively remove. Has no effect when specified in constant combinators.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Name of this particular section. If there already exists a logistic section within the save being imported into, the contents specified here will be ignored in favor of the group already defined in the save.
Whether or not this particular section is toggled on or off.
Whether or not this space platform should automatically request deliveries to satisfy it's own construction demands.
Whether or not this hub should broadcast the contents of it's inventory to a connected circuit network.
Whether or not the hub should use signals given to it when determining it's schedule.
Whether or not the hub should output a signal with a value of 1 representing the planet being travelled away from.
Whether or not the hub should output a signal with a value of 2 representing the planet being travelled to.
Whether or not the hub should output it's current speed. The signal type to output is determined by speed_signal.
The signal to output this platforms current speed on. Has no effect unless read_speed is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not the hub should output the amount of damage sustained by the platform since it started travelling. The signal type to output is determined by damage_taken_signal.
The signal to output the amount of damage taken on. Has no effect unless read_damage_taken is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
A legged vehicle that can move in any direction at once.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Gives this entity the ability to specify the contents of an attached equipment grid.
Whether or not this entity should try to fulfill it's logistic requests when it is in motion. Only has an effect if this entity is configured to have an equipment grid and that equipment grid contains personal roboports.
The specification for where equipment should lie inside of this entity's equipment grid (if it has one).
No Additional ItemsA particular type of equipment and its quality.
The name of a valid piece of equipment (that can fit inside this particular equipment grid).
A type of quality.
The position of the equipment in integer coordinates, corresponding to the top-leftmost tile it occupies.
Gives this entity a trunk and ammo inventory, as well as gunnar control parameters.
Inventory object representing the ammo slots of this entity (if it has weapons). Setting the bar of this object has no effect.
What inventory filters this inventory should have at what slots.
No Additional ItemsAn object representing a restricted item slot.
{
"index": 1,
"name": "iron-ore"
}
{
"index": 2,
"name": "copper-ore",
"quality": "rare",
"comparator": "<"
}
Quality of the item that should occupy this slot. If omitted, this value is treated as 'any' quality. Otherwise, the quality specified here is used in relation to comparator, which can be used to specify a range of quality values. Required if comparator is specified.
What comparison should be performed along with quality when determining what range of qualities can be filtered against. Required if quality is specified.
Slot at which this filter occupies, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Name of a valid Factorio item.
Limits the inventory to this many available slots.
An unsigned 16-bit integer.
Value must be greater or equal to 0 and strictly lesser than 65536
Inventory object representing regular item storage.
What inventory filters this inventory should have at what slots.
No Additional ItemsAn object representing a restricted item slot.
{
"index": 1,
"name": "iron-ore"
}
{
"index": 2,
"name": "copper-ore",
"quality": "rare",
"comparator": "<"
}
Quality of the item that should occupy this slot. If omitted, this value is treated as 'any' quality. Otherwise, the quality specified here is used in relation to comparator, which can be used to specify a range of quality values. Required if comparator is specified.
What comparison should be performed along with quality when determining what range of qualities can be filtered against. Required if quality is specified.
Slot at which this filter occupies, 1-indexed.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Name of a valid Factorio item.
Limits the inventory to this many available slots.
An unsigned 16-bit integer.
Value must be greater or equal to 0 and strictly lesser than 65536
Whether or not the driver should control the vehicles weapon, or if that responsibility should go to the passenger.
Which gun is currently selected, 1-indexed. Included regardless of whether or not this vehicle has a weapon.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to request items from the logistic network like a requester or buffer chest.
Logisitic request specification object.
Whether or not to tell robots to remove items from this entity's inventory if those items are not currently being requested.
Whether or not robots should use buffer chests when satisfying this entity's requests.
Master enable/disable switch for all item requests this entity has.
A list of (player-defined) logistic sections that this entity is using for logistic requests.
Must contain a maximum of 100 items
A (player-defined) set of (possibly named) Logistic Filter objects. Used for both logistics requests in logistic elements (like requester chests) as well as for constant combinator signal definitions.
{
"index": 1
}
{
"index": 2,
"filters": [
{
"index": 1,
"name": "iron-ore",
"quality": "rare",
"comparator": "<",
"count": 100,
"max-count": 200
}
],
"group": "Example",
"active": false
}
Index of this section in the section list in the parent entity, 1-indexed.
Value must be greater or equal to 1 and strictly lesser than 9007199254740992
What filters this section has. Capped to 1000 unique signals per section.
Must contain a maximum of 1000 items
A single item request/signal specification.
GUI index of the filter, 1-indexed.
Value must be greater or equal to 1 and lesser or equal to 1000
Name of the filter being specified. Must be a valid Factorio item or signal.
Underlying type of the given filter. Cannot be specified by GUI; instead, the game selects the most appropriate type given the circumstance. If omitted, the implied type is 'item'.
A type of quality.
In/equality operation to use in conditions and item request filters.
How much of this item to request, or what signal value to output.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Maximum amount of this item to request, above which bots will actively remove. Has no effect when specified in constant combinators.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
Name of this particular section. If there already exists a logistic section within the save being imported into, the contents specified here will be ignored in favor of the group already defined in the save.
Whether or not this particular section is toggled on or off.
An object which stores an RGBA color value. Each color component can be either specified as a float in the [0.0, 1.0] range, or as a integer in the [0, 255] range. If any of the given values exceeds 1, then the color is interpreted with the latter range, otherwise the former. Colors specified in the [0, 255] range are normalized to the [0.0, 1.0] range upon import/export cycle.
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Specifies in what manner this vehicle should auto-target.
Whether or not this vehicle should auto-target with no passenger present.
Whether or not this vehicle should auto-target with a passenger present.
An entity which distributes items across transport belts.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
What side the splitter should prioritize it's input, or none if there should be no prioritization.
What side the splitter should prioritize it's output, or none if there should be no prioritization.
What item this splitter should filter on the output_priority side. If this value is set but output_priority is omitted, output_priority defaults to 'left'
A static structure which stores fluids.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A straight rail segment.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity which accellerates space platforms.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
An entity representing a node on a Locomotive's schedule.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
An object which stores an RGBA color value. Each color component can be either specified as a float in the [0.0, 1.0] range, or as a integer in the [0, 255] range. If any of the given values exceeds 1, then the color is interpreted with the latter range, otherwise the former. Colors specified in the [0, 255] range are normalized to the [0.0, 1.0] range upon import/export cycle.
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
Value must be greater or equal to 0.0 and strictly lesser than 256.0
The human-readable name of the station.
Static number of trains that this train stop can admit. If omitted, this train stop behaves as if it has no train limit. This value is ignored if control_behavior.set_trains_limit is true.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Priority to bias which stops trains should pick during their schedules.
Value must be greater or equal to -9007199254740992 and strictly lesser than 9007199254740992
Whether or not to send the contents of the connected circuit network to the train so it can use it to determine it's schedule.
Whether or not to dynamically set the train limit of this stop via a circuit signal. What signal to use is determined by trains_limit_signal.
What signal set the train limit with. Only has an effect if set_trains_limit is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not to broadcast the contents of the train currently stopped at this station.
Whether or not to output the unique ID of the train currently stopped at this station. What signal is output is determined by train_stopped_signal.
What signal to output the currently stopped train's ID on. Only has an effect if read_stopped_train is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not to broadcast the total number of trains scheduled to arrive at this stop. What signal is output is determined by trains_count_signal.
What signal to output the current number of arriving trains on. Only has an effect if read_trains_count is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not dynamically set the priority of this train stop. What signal to use is determined by priority_signal.
What signal to set this stop's priority with. Only has an effect if set_priority is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
An entity which moves multiple lanes of items across a surface.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to configure if it can control it's behavior with a circuit condition when connected to a circuit network. An entity posessing this field necessitates that it must also posess a 'circuit_condition' field, but the converse is not true; certain entities are always controlled by a circuit condition when connected to a circuit network.
Whether or not this entity should be controlled by a specified circuit condition.
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Allows this entity to control it's function based on the logistic network it lives inside of.
Whether or not this entity should be controlled by a specified logistic condition.
The logistic condition that the entity should be enabled with, if 'connect_to_logistic_network' is true.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not to broadcast the current number of items on this belt to a connected circuit network.
In what manner should the contents of this belt be broadcast to a connected circuit network.
Pulse the amount of the item for 1 tick as soon as it enters the belt surface.
Specific value:0
Continually broadcast the items on particular belt segment every tick.
Specific value:1
Continually broadcast the items on all connected belt segments every tick.
Specific value:2
An belt which can transport items underneath other entities.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows this entity to be configured as either an 'input' or an 'output'.
A static barrier intended to protect structures.
A schema which contains the keys that all entities share.
A unique ID given to every entity contained within a blueprint. In practice, this value is the 1-indexed position of the entity inside it's parent blueprint's 'entities' list. This is not enforced however, so an entity's number can be specified with any value as long as it's unique inside that particular blueprint. This value is used for resolving associations between different entities, such as wire connections or schedule definitions.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The name of the entity. If this name is not recognized by Factorio when importing the entity is omitted with a notification to the console.
The position where the entity is located inside of it's parent blueprint. This position is (almost) always located at the spatial center of the entity. For grid-aligned entities, this position always lies either in the center of a tile or on its transition.
The direction of the entity, where 0 corresponds to north and incrementing spins clockwise. Not all entities can manipulate their direction, so setting this attribute may have no effect. See defines.direction
defines.direction.north
0
defines.direction.northnortheast
1
defines.direction.northeast
2
defines.direction.eastnortheast
3
defines.direction.east
4
defines.direction.eastsoutheast
5
defines.direction.southeast
6
defines.direction.southsoutheast
7
defines.direction.south
8
defines.direction.southsouthwest
9
defines.direction.southwest
10
defines.direction.westsouthwest
11
defines.direction.west
12
defines.direction.westnorthwest
13
defines.direction.northwest
14
defines.direction.northnorthwest
15
Whether or not the input/output fluid boxes are mirrored on this particular entity.
The quality of the entity itself.
A list of items that are requested to this entity once on 'revive' (construction). Used for satisfying construction requests like delivering modules to beacons or train fuel to locomotives.
No Additional ItemsAll item requests for a particular item type, specifying the manner in which they should be delivered. See BlueprintInsertPlan.
{
"id": {
"name": "personal-roboport",
"quality": "rare"
},
"items": {
"in_inventory": [
{
"inventory": 3,
"stack": 5,
"count": 10
}
],
"grid_count": 1
}
}
The particular item/quality pair being requested. Must be a valid Factorio item and quality. See ItemIDAndQualityIDPair.
A type of quality.
All places/positions where this item is requested to.
A list of unique positions inside of one or more of this entity's inventories where the requested item should occupy.
No Additional ItemsWhere and how much of the item should be requested. In Factorio, the order of delivered items in entity inventories was entirely arbitrary, being decided by the order in which bots delivered the requested items. In Factorio 2.0, inventory slot positions are now preserved and defined using the 'stack' property.
Which inventory this item should be requested to, 1-indexed. See defines.inventory.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Which slot in the specified inventory this item should occupy, 0-indexed. The item request is ignored if this slot lies beyond the number of available slots for this inventory.
Value must be greater or equal to 0 and strictly lesser than 65536
How much of the item should be requested to this slot.
Value must be greater or equal to 0 and strictly lesser than 4294967296
The count of this item inside of this entity's equipment grid. Exactly where in the equipment grid they are located is defined by the 'grid' key on applicable entities. If the entity does not have an equipment grid, this value is always 0.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Allows the entity to configure when it should operate based on some circuit network condition.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
Whether or not this gate should open based on circuit_condition when connected to a circuit network.
Whether or not the state of the gate should be broadcast as a unit signal to a connected circuit network.
What signal should be broadcast if the gate is open and circuit_read_gate is true.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
The list of all tiles stored inside this blueprint.
No Additional ItemsA schema which contains the keys that all entities share.
Name of the tile. Must be a valid Factorio tile.
Integer grid cell that this tile occupies.
The list of all wire connections stored inside this blueprint, including both power and circuit wires.
No Additional Itemsentity_number of the first entity being connected.
Value must be greater or equal to 0 and strictly lesser than 18446744073709551616
What kind of connection the wire has to the first entity. See wire_connector_id.
wire_connector_id.circuit_red
1
wire_connector_id.circuit_green
2
wire_connector_id.combinator_input_red
1
wire_connector_id.combinator_input_green
2
wire_connector_id.combinator_output_red
3
wire_connector_id.combinator_output_green
4
wire_connector_id.pole_copper
5
wire_connector_id.power_switch_left_copper
5
wire_connector_id.power_switch_right_copper
6
entity_number of the second entity being connected.
Value must be greater or equal to 0 and strictly lesser than 18446744073709551616
What kind of connection the wire has to the second entity. See wire_connector_id.
wire_connector_id.circuit_red
1
wire_connector_id.circuit_green
2
wire_connector_id.combinator_input_red
1
wire_connector_id.combinator_input_green
2
wire_connector_id.combinator_output_red
3
wire_connector_id.combinator_output_green
4
wire_connector_id.pole_copper
5
wire_connector_id.power_switch_left_copper
5
wire_connector_id.power_switch_right_copper
6
The list of all schedules in this blueprint, including both train and space platform schedules.
No Additional ItemsAn object which encodes a list of consecutive stops as well as a number of entities configured to proceed between those stops. Includes both locomotive schedules as well as space platform schedules.
{
"locomotives": [
1
],
"schedule": {
"records": [
{
"station": "nauvis",
"wait_conditions": [
{
"type": "all_requests_satisfied",
"compare_type": "and"
}
]
},
{
"station": "vulcanus",
"wait_conditions": [
{
"type": "any_request_zero",
"compare_type": "and"
}
]
}
],
"interrupts": [
{
"name": "Interrupt name",
"conditions": [
{
"type": "damage_taken",
"compare_type": "and",
"damage": 1000
}
],
"targets": [
{
"station": "nauvis",
"wait_conditions": [
{
"type": "passenger_not_present",
"compare_type": "and"
}
]
},
{
"station": "vulcanus",
"wait_conditions": [
{
"type": "item_count",
"compare_type": "and",
"condition": {
"first_signal": {
"name": "inserter"
},
"constant": 100,
"comparator": "≤"
}
}
],
"allows_unloading": false
}
],
"inside_interrupt": true
}
]
}
}
The entity_number of a locomotive or space platform hub which has this schedule.
Value must be greater or equal to 0 and strictly lesser than 18446744073709551616
The name of a train stop.
A list of wait condition objects, conjoined by their compare_type.
All valid wait condition types.
"circuit"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"empty"
How this condition should be compared to the condition directly preceding it.
"fluid_count"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"fuel_item_count_all"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"fuel_item_count_any"
How this condition should be compared to the condition directly preceding it.
"full"
How this condition should be compared to the condition directly preceding it.
"fuel_full"
How this condition should be compared to the condition directly preceding it.
"not_empty"
How this condition should be compared to the condition directly preceding it.
"inactivity"
How this condition should be compared to the condition directly preceding it.
The amount of time in ticks this locomotive must be inactive before proceeding.
Value must be greater or equal to 0 and strictly lesser than 4294967296
"item_count"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"passenger_not_present"
How this condition should be compared to the condition directly preceding it.
"passenger_present"
How this condition should be compared to the condition directly preceding it.
"specific_destination_full"
How this condition should be compared to the condition directly preceding it.
The name of the station this wait condition inspects.
"specific_destination_not_full"
How this condition should be compared to the condition directly preceding it.
The name of the station this wait condition inspects.
"time"
How this condition should be compared to the condition directly preceding it.
The amount of time in ticks to wait.
Value must be greater or equal to 0 and strictly lesser than 4294967296
A list of Interrupt objects, describing which interrupts should apply to this schedule.
No Additional ItemsThe name of the interrupt.
What conditions need to pass in order for this interrupt to trigger.
No Additional ItemsAll valid interrupt condition types.
"at_station"
How this condition should be compared to the condition directly preceding it.
The name of the station this wait condition inspects.
"circuit"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"destination_full_or_no_path"
How this condition should be compared to the condition directly preceding it.
"empty"
How this condition should be compared to the condition directly preceding it.
"fluid_count"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"fuel_item_count_all"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"fuel_item_count_any"
How this condition should be compared to the condition directly preceding it.
"full"
How this condition should be compared to the condition directly preceding it.
"fuel_full"
How this condition should be compared to the condition directly preceding it.
"not_empty"
How this condition should be compared to the condition directly preceding it.
"item_count"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"not_at_station"
How this condition should be compared to the condition directly preceding it.
The name of the station this wait condition inspects.
"passenger_not_present"
How this condition should be compared to the condition directly preceding it.
"passenger_present"
How this condition should be compared to the condition directly preceding it.
"specific_destination_full"
How this condition should be compared to the condition directly preceding it.
The name of the station this wait condition inspects.
"specific_destination_not_full"
How this condition should be compared to the condition directly preceding it.
The name of the station this wait condition inspects.
What new schedule should be performed if the interrupt is triggered.
No Additional ItemsAll valid wait condition types.
"circuit"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"empty"
How this condition should be compared to the condition directly preceding it.
"fluid_count"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"fuel_item_count_all"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"fuel_item_count_any"
How this condition should be compared to the condition directly preceding it.
"full"
How this condition should be compared to the condition directly preceding it.
"fuel_full"
How this condition should be compared to the condition directly preceding it.
"not_empty"
How this condition should be compared to the condition directly preceding it.
"inactivity"
How this condition should be compared to the condition directly preceding it.
The amount of time in ticks this locomotive must be inactive before proceeding.
Value must be greater or equal to 0 and strictly lesser than 4294967296
"item_count"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"passenger_not_present"
How this condition should be compared to the condition directly preceding it.
"passenger_present"
How this condition should be compared to the condition directly preceding it.
"specific_destination_full"
How this condition should be compared to the condition directly preceding it.
The name of the station this wait condition inspects.
"specific_destination_not_full"
How this condition should be compared to the condition directly preceding it.
The name of the station this wait condition inspects.
"time"
How this condition should be compared to the condition directly preceding it.
The amount of time in ticks to wait.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Whether or not this interrupt can trigger inside of another interrupt.
The name of the destination planet.
A list of wait condition objects, conjoined by their compare_type.
All valid wait condition types.
"all_requests_satisfied"
How this condition should be compared to the condition directly preceding it.
"any_request_not_satisfied"
How this condition should be compared to the condition directly preceding it.
"any_request_zero"
How this condition should be compared to the condition directly preceding it.
"circuit"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"damage_taken"
How this condition should be compared to the condition directly preceding it.
The amount of damage, in hit points.
Value must be greater or equal to 0 and strictly lesser than 4294967296
"inactivity"
How this condition should be compared to the condition directly preceding it.
The amount of time in ticks this locomotive must be inactive before proceeding.
Value must be greater or equal to 0 and strictly lesser than 4294967296
"item_count"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"passenger_not_present"
How this condition should be compared to the condition directly preceding it.
"passenger_present"
How this condition should be compared to the condition directly preceding it.
"request_not_satisfied"
How this condition should be compared to the condition directly preceding it.
The value of first_signal will determine what item request is being checked.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"request_satisfied"
How this condition should be compared to the condition directly preceding it.
The value of first_signal will determine what item request is being checked.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"time"
How this condition should be compared to the condition directly preceding it.
The amount of time in ticks to wait.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Whether or not this platform will unload at this station.
A list of Interrupt objects, describing which interrupts should apply to this schedule.
No Additional ItemsThe name of the interrupt.
What conditions need to pass in order for this interrupt to trigger.
No Additional ItemsAll valid interrupt condition types.
"all_requests_satisfied"
How this condition should be compared to the condition directly preceding it.
"any_planet_import_zero"
How this condition should be compared to the condition directly preceding it.
Planet to check.
Name of the planet. Must be a valid Factorio planet.
"any_request_not_satisfied"
How this condition should be compared to the condition directly preceding it.
"any_request_zero"
How this condition should be compared to the condition directly preceding it.
"circuit"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"damage_taken"
How this condition should be compared to the condition directly preceding it.
The amount of damage, in hit points.
Value must be greater or equal to 0 and strictly lesser than 4294967296
"item_count"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"passenger_not_present"
How this condition should be compared to the condition directly preceding it.
"passenger_present"
How this condition should be compared to the condition directly preceding it.
"request_not_satisfied"
How this condition should be compared to the condition directly preceding it.
The value of first_signal will determine what item request is being checked.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"request_satisfied"
How this condition should be compared to the condition directly preceding it.
The value of first_signal will determine what item request is being checked.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
What new schedule should be performed if the interrupt is triggered.
No Additional ItemsAll valid wait condition types.
"all_requests_satisfied"
How this condition should be compared to the condition directly preceding it.
"any_request_not_satisfied"
How this condition should be compared to the condition directly preceding it.
"any_request_zero"
How this condition should be compared to the condition directly preceding it.
"circuit"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"damage_taken"
How this condition should be compared to the condition directly preceding it.
The amount of damage, in hit points.
Value must be greater or equal to 0 and strictly lesser than 4294967296
"inactivity"
How this condition should be compared to the condition directly preceding it.
The amount of time in ticks this locomotive must be inactive before proceeding.
Value must be greater or equal to 0 and strictly lesser than 4294967296
"item_count"
How this condition should be compared to the condition directly preceding it.
A conditional statement between either 2 signals or 1 signal and 1 constant value.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"passenger_not_present"
How this condition should be compared to the condition directly preceding it.
"passenger_present"
How this condition should be compared to the condition directly preceding it.
"request_not_satisfied"
How this condition should be compared to the condition directly preceding it.
The value of first_signal will determine what item request is being checked.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"request_satisfied"
How this condition should be compared to the condition directly preceding it.
The value of first_signal will determine what item request is being checked.
The leftmost signal in the condition.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
In/equality operation to use in conditions and item request filters.
A constant to compare against, always lying in the rightmost slot. This value is ignored if 'second_signal' is also present.
Value must be greater or equal to -2147483648 and strictly lesser than 2147483648
The rightmost signal of the condition. Takes precedence over 'constant', if both happen to be specified.
An object which represents a valid signal.
The category of the signal. There can be multiple signals with the same name but differing types.
A type of quality.
"time"
How this condition should be compared to the condition directly preceding it.
The amount of time in ticks to wait.
Value must be greater or equal to 0 and strictly lesser than 4294967296
Whether or not this interrupt can trigger inside of another interrupt.
An explicit list of all connections between rolling stock.
No Additional ItemsAn object which documents whether or not a particular RollingStock entity has connections to any other RollingStock.
{
"stock": 2,
"front": 1,
"back": 3
}
{
"stock": 4
}
entity_number of the locomotive or wagon whose connections are being specified.
Value must be greater or equal to 0 and strictly lesser than 4294967296
entity_number of the locomotive or wagon connected to the front of this stock.
Value must be greater or equal to 0 and strictly lesser than 4294967296
entity_number of the locomotive or wagon connected to the front of this stock.
Value must be greater or equal to 0 and strictly lesser than 4294967296